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Post Info TOPIC: Chapter 5 changes and You :)


Sage

Status: Offline
Posts: 4047
Date: Feb 22, 2007
Chapter 5 changes and You :)


[url=http://forums.station.sony.com/swg/posts/list.m?topic_id=256276]clickeh[/url]

Posted by Red-Dwarf

I'm expecting C5 to be going live very very soon, so I and the other senators wanted to give you all a little idea of how the changes coming will affect everyone playing and not just those who have lots of patch notes listed. So enjoy reading and enjoy playing C5 when it hits live, if you have any questions please let me or one of the other senators know, details of us all will be up in the senate report on Fri.

 

Chapter 5 brings an enourmous amount of new content to the trader and entertainer professions, I'm not going to go into a huge amount of detail on the RE system but I am going to provide a simple overview (well, as simple as I can) and make note of some of the other reasons you may want to search out your local traders and ents, working through what each profession can now offer you.

There are also a few other additions which will affect traders and ents to help their own performances and crafting but for this guide I've focussed on what others can get from the changes directly, not the indirect changes (such as holobands for ents, CD bug fix for traders, expertise improving assembly and experimentation)

Please note, some of the items noted will only be available if certain selections of expertise has been selected.

First the RE system, I strongly suggest checking out one of the new fansites dealing with the combo's but the basic stages are below:

  • Get statted loot items, these will form the basis of the power bits any domestics / munitions or engineer trader can make. The better the + number and the more of them the better the power bit you can get.
  • Get the items for the combo you want, don't dump any you don't need, the trader may well have alternative uses for them and can take them off your hands.
  • Make sure you find the right trader for what you want the SEA to be on, domestics traders can produce clothing SEA/pups, munitions traders can produce armour SEA/pups, engineering traders can produce weapon SEA/pups/
  • NB: SEA's with primary stat modifiers (constitution / stamina etc..) can be used on any item of clothing or armour with a spare slot, any other modifier can only be used on a shirt or chestplate slot.
  • OK, that's the basics of the RE system coming to a server near you soon, now the other new stuff:

    Domestic:

    Tailor changes are basically covered by the RE system, however there are a few other new, or more to the point old treats for Domestics. The old BE tissues for food have been returned, which means you can now get some fairly nice food and drink again, without having to be able to afford a penthouse suite on Coruscant!

    Also there are some new Bacta Kits, these do have a lot of charges (50-60) and the tick for 5 heals over 12 seconds (total of the 5 is the listed heal on the pack). Note, if you take damage the heal will stop, and when you use a bacta pack you can't use another for 60 seconds. They are not as useful as a heal would be for traders and ent, but can be a useful extra boost.

    Engineer:

    Well, we asked for long enough, and finally we have some new droids!! -D (we also get the new weapon SEA as part of the RE system if there are folk interested in Engineer WS....didn't think so)

    Three models:

    • Battle Droid (aka Roger-Roger droid) - Pure combat droid
    • Droideka (aka Destroyer droid) - Pure BFG
    • Mining droid (mustafarian floating droid) - non-combat droid.

    With the new droids has come a new system for determining maximum combat level (Drashk has done extensive testing on this, see details in the Engineering forum) but the point is you can now get cl 60 (sixty) droids D

    Structures:

    Well, this group isn't involved in the new ground RE process, so it has got a lot of new stuff, not all of it all that great, but some of it is gold!

    For architects there are two new lines, the first is Elite Harvesters, these take 3 lots and can cap at a BER of 45 so have a slightly faster extraction rate than three separate heavy harvesters.

    The second is the return of camps (make sure you read the description on the publish gift, gave me a /smile).

    These come in 6 varieties from Basic (last 10-20 min without a battery) through Improved (15-25min), Advanced(20-30min), Quality(25-35min), Elite(30-40min) up to Luxury(35-45min) with 1 module selectable for Basic up to 6 for a Luxury camp. The modules you can install (during construction, so ask your local Architect for what you want) are as follows:

  • Camp battery - extend life of camp by up to 30 minutes
  • Cloning tube - allows cloning at your camp from anywhere on the planet.
  • Crafting stations - allows crafting in a camp (come in each station flavour, and need a crafted station)
  • Entertainment area - a small stage which enables entertainers to provide buffs anywhere and provide a nice area for watching or listening to our entertainers new dances and songs, and their new instrument.
  • Recruiters - come in Imperial or Rebel flavours, can't have both in one camp tho!
  • Junk Dealers - ever find you just can't be bothered to go back to town, well, now they will come to not just smugglers!
  • Shuttle beacon - ever been out in the wild and your friend is miles away, pop out one of these and he can shuttle straight to you!
  • How can you use these, well, try getting one with a recruiter, cloning and shuttle module, keep an entertainer module for keeping the troops morale up and you can set up two bases for some PvP fun without having to work through the crowds at the main pvp areas or if you want to RP battles based around other locations.

    In addition to this there are two changes for shipwrights, the first is the ability to get a 1% bonus on RE for space gear and the second is a series of new items for JTL:

  • Capacitor - junk, don't bother making it I'm afraid, it's far too heavy for practical use and the POB ones blow it away for POB use.
  • Cargo holds - new Starfighter and POB holds (no new Y-8 one) the POB one is forgettable (literally, I forgot what it's stats are, it isn't worth using) but the Starfighter hold can reach 5500 at 100% experiment and is very useful for those starfighter miners out there.
  • Engine Overhaul subcomponent - increases YPR and speed but also increases mass. Speed is marginally less than a overdriver but still respectable and the YPR is a nice boost which helps squash one of the key weaknesses of crafted engines...but...
  • Engine stabilizer subcomponent - EVERYONE BUY AN ENGINE WITH ONE OF THESE!!! Literally. Yes, I mean you in the back, the one hugging your QID, go buy one now. Right everyone got one, good, you'll like it. As an example pair of stats I just crafted two engines, see what you think of the stats: Mk 4 engine - speed 87.7, Y 79.1, P 77.8 R 73.2, RED 1,638.5 Mass 14,687.2 Mk5 engine - speed 101.9 Y 82.0 P 82.1 R 75.9 RED 1,724.0 Mass 34,674.2
  • Reactor - sorry, another junk addition, ignore this schem, far too heavy again.
  • So, once C5 hits go look up your local trader, he or she will likely have some new wares for you.

    Entertainer:

    Beside the new songs and dances there is a new "build a buff" system, it's very powerful when used properly so listen up cause you need to know what you are asking for.

    The main aspects of the buff system are as follows:

  • General Attributes (const/stam etc) up to maximum 150 bonus on up to 4 lines
  • General up to 25% increase in movement speed
  • General up to 15% bonus to xp and GCW points
  • Offensive action cost reduction of 9%
  • Offensive 7% bonus to critical hit chance (that's an extra critical hit on average every 15 hits)
  • Defensive 7% bonus to dodge (that's an extra glancing blow on average every 15 hits)
  • Defensive up to 10% increase to all heals
  • Defensive up to 20% decrease in DoT damage received
  • Defensive up to 24% chance for "reactive" heal of 800 pts
  • Defensive up to 3,750 extra energy resist
  • Defensive up to 3,750 extra kinetic resist
  • Trader up to 5% increase in harvester resource gather rate
  • Trader up to 10% increase in assembly modifiers and experience gain (one line for each possible experimentation mod in game)
  • Now I've grouped them there into 4 categories, General mods, Offensive mods, Defensive mods and Trader mods.

    So, what do you think you need for your next fight?

    Maybe you know you can beat a guy, but only if you can get a little more damage on him, so take the action cost reduction and critical hit chance mods, maybe add some precision/strength and stamina and you can fire off a few more specials for that extra bit of damage.

    Or maybe your problem is staying alive and you know your armour isn't as good as it could be, a full boost to both energy and kinetic combined with the 24% reactive heal and a 2% bonus to your own heals is one package you might consider.

    What if your are going into PvP and just can't stand DoT's, how about taking the reactive heal with the DoT reducer, you still have points left to get either 60 bonus on some attributes or 2% bonus to heals.

    Or the classics, buff constitution and stamina and armour, that's a bonus of 1,500 to health before you start a fight, and a nice reduction in how much damage you take.

    Of course traders will need the mods for what they are experimenting, but the options available really do depend on what YOU need, no longer is it just turn up and get buffed, now you have to think, what is my weakness in the coming fight, what are my strengths, how can I use the buff to build on my strengths or overcome my weaknesses?

    Oh, and the new buffs are long....5 and half hours at master with the right expertise in a cantina, a bit shorter out and about, but please, wait before you have the "Max Duration" system message before you accept the buff, or the full duration will not work however long you wait.

    Enjoy the new buffs, and enjoy finding the right package for you and the time you and your entertainer can be so close you walk into a bar, tip your hat to the stage and just say "My usual please love"

    Overall a publish with something for everyone, enjoy!



    -- Edited by Jibblett at 09:18, 2007-02-22

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